Not sure what the interaction is here and wanting to get some other peoples opinions.
First, the spells.
Time Stop wrote:
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature's possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.
Wall of fire wrote:
Duration concentration + 1 round/level
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears, and to all creatures in the area on your turn each round. In addition, the wall deals 2d6 points of fire damage + 1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points or more of cold damage in 1 round, that length goes away. (Do not divide cold damage by 2, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
The situation. 20th level caster casts time stop and gets X rounds to play with. They spend these rounds casting wall of fire in the space their enemy is located in.
The question is what damage does the enemy take? We have 2 thoughts on this currently.
1) The walls of fire have duration longer than the time stop, and have their normal effect when time stop ends. The normal effect when in the area of a wall of fire that is cast where a creature is located is to take 2d6+CL fire damage.
2) The enemy is immune to the spells during the time stop, so they do not take the 2d6+CL damage. Instead they only take the damage on their turn if they pass through the fire, or end their turn in the hot zone.
Does mind blank defeat the see invisibility of the spectral shroud? The shroud says you discern as though using see invis, but it reads like its a shortcut for the functionality rather than outright stating it works like the spell to me.
How do you run it? What other methods are there to see a mind blanked creature that is also invisible?
Coming from this thread on a build focused on Sap Master.
The question I have is when the character is an Unchained Rogue 3/Unchained Monk of the Mantis 2, what is their sneak attack?
Rogue says they have 2d6 sneak attack.
Monk says they have an additional 1d6 sneak attack when making a flurry of blows.
Does this qualify for them to take Sap Master (prerequisite 3d6 sneak attack)?
If the qualify for Sap Master, would they get the sap master benefit on a standard action sneak attack (2d6) or is it only for flurry of blows that are sneak attacks (3d6)?
I am thinking of a druid with a 1 level dip in sorcerer. For my cantrips, I wanted to pick up Message, so that later, when I have the natural spell feat and can cast while wildshaped, I could cast message to communicate with my party. Does this work or is it trying to get around the "can't talk in wildshape" too much? Trying to avoid taking the wild speech feat.
Deathless initiate has Prerequisites: Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6. I am wondering if because of the racial requirement, you would lose the benefits of the feat when polymorphed (because its part of your base form). Thoughts?
It seems that a lot of the drugs listed in the game mastery guide would make better poisons than the poisons in the core book. The drugs deal damage without a save, the save is only for resisting addiction. Additionally, they don't have any listed onset speed, they are all immediate. While most of the drugs are ingested or inhaled, opium, shiver, and zerk are injury. Is it possible to make drugs into poisons to coat weapons with? Rogues could even use that trick to make inhaled/ingested into injury poisons.
So, RAW: Can I purposely try to drug my enemies in a combat? What rules cover it?
It seems very overpowered to be able to coat some arrows/shurikens with opium and cause 1d4 con and 1d4 wis damage per hit unresisted.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
When a fighter loses a learned bonus feat in exchange for a new one on levels 4, 8, 12, 16 or 20, does the bonus feat lost have to be a bonus combat feat that was received from gaining a level in the fighter class? I.E.(a bonus combat feat which was gained at fighter level 1 or an even fighter level) Or can the bonus feat come from any source that grants a bonus feat? I.E. (racial human bonus feat, one level of monk granting stunning fist as a bonus feat)?
Just something I noticed. Destined Sorcerer capstone is this:
"Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll."
While Fighter capstone is this:
"Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type."
So which one wins? Does the fighter auto confirm? Or does the destiny force a roll for a nat 20?
6 people marked this as FAQ candidate.
1 person marked this as a favorite.
We all know wizards love to levitate before they can fly. Levitate states: "A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1."
Since rays are treated as ranged weapons, do ray spells add to the penalty for attack rolls for a levitating wizard? Reading levitate I think it is yes, but I am not sure.
Just curious as to how people would rule this. RAW a club costs nothing. Crafting a simple weapon is a DC 12. Assuming a craft skill bonus of +2, one can take 10 on the check, and meet the DC of 12. This results in 144SP of production for the week, or 20.5sp production for the day. This equals an infinite number more than the price of the club (0). Therefore, by RAW, you can make an infinite amount of clubs in a single day?
Any reasonable limits on this? 1/day? A few per day? Etc?
Relevant Rules:
Spoiler:
All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a –2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item's price in silver pieces (1 gp = 10 sp).
2. Find the item's DC from Table: Craft Skills.
3. Pay 1/3 of the item's price for the raw material cost.
4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.
Too many serious threads lately, so here's a bit of an oddball one.
The ring of regeneration states: "If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated."
Since rings are worn on hands... if the wearer loses the arm that the ring is being worn on, does the arm grow back on the original body, or does the arm with the ring regrow a brand new body attached to it?
19 people marked this as FAQ candidate. Answered in the FAQ.
3 people marked this as a favorite.
Butterfly sword 20 gp 1d4 19–20/×2 1 lb. S monk
Butterfly Sword: These short matching swords come in pairs, cleverly nested together to appear as a single blade. Both weapons can be drawn at the same time, and they can be separated as a free action and wielded in both hands to make wickedly effective chops and slashes. Their thin, broad blades extend just 1 foot in length. A butterfly sword has a hardwood grip covered with braided cord, and a metal D-shaped guard to protect the wielder's hand.
I spend 20gp to buy a Butterfly sword. Do I have 2 swords or do I have one? The description implies they only come paired together, so I believe I have 2 swords. You can draw them together, and separate them into one blade per hand as a free action. Does this mean that you can enchant a butterfly sword, and get the enhancement bonus on both main hand and off hand attacks? Maybe this is the answer to the monks flurry of blows change. Also not a bad way for TWF ranger/fighter/etc to get both weapons enhanced for the cost of 1. Since these are merely light martial weapons, anyone with martial proficiency can use them.
I'd like official clarification on this, as searching didn't pick up anything. For 20gp, do you get a single butterfly sword, or do you get 2? If you get 2, does an enhancement count toward both of them?
So, I thought of this due to the "trip the prone person" threads, someone suggested I make it its own thread, so here we go.
How about bullrushing shield wielders with shield slam and greater bullrush? Going with Jim, Bob and Sally again. Jim and Bob both have greater bull rush, shield slam, and combat reflexes at +3 dex, along with all the pre-reqs. Jim is at A1, Bob at A2, and Sally at B2.
Jim makes an attack at Sally and hits with his shield, free bull rush attempt! As long as he's succeeds, Sally is bull-rushed towards C3, provoking Bob.
Bob makes AoO w/his shield, succeeds, bull-rushing Sally towards C2, provoking Jim.
Jim makes AoO w/his shield, succeeds, bull-rushing Sally towards C3 again, again provoking Bob.
Bob again makes AoO w/shield sending her back toward C2.
Jim again AoO's and off she goes for C3 again.
Bob makes his last AoO, sending her back toward C2.
Jim makes his last AoO, sending her toward C3 where she was originally headed.
How does this work? A) Jim hits 4 times and Bob 3? Or B) do you go reverse order, Jim's last hit sends her into C3, where neither threatened, so Sally got hit by Jim twice with his shield?
This gets really nasty if they add in shield spikes with wounding, or have another friend Joe who stands in D2, and can hit Sally for each bullrush (assuming he has the AoO for it). Even worse, Joe could have a trip weapon, and greater trip, and for the final hits, knock Sally prone provoking and making her provoke when she gets back up too!
Note, the fighter's can't flank, as then they would be bull-rushing each other, or at the very least, making Sally just end up prone instead of setting off the chain.